#MidiQOL

1 messages · Page 102 of 1

scarlet gale
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¯_(ツ)_/¯

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It's functionally not needed

vast bane
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prolly won't error out yeah? I do this all the time when I share advantage reminder included items to people

scarlet gale
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Won't cause errors, a flag not being read is just a flag

hasty jackal
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okay i added the scale values to the class

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now i just need to configure the rend to use a dice

vast bane
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Now you can make a damage only item, set the bottom action type to other or utility, and then add a damage formula and copy/paste the scale to the damage formula

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have it be a self/self damage item, then you can just add that damage listed in chat as a situational bonus if you don't fast forward, till you can figure out how to make it all one item

hasty jackal
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so the damage formula how should it be? first time using scale values as damage

vast bane
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copy the scale value on the class item and paste it into the formula, if you chose the right type of scale value it should just work as is

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a damage formula not other formula

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others don't auto roll

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this is how you jankily make it...jankily is now a word fyi...the real way to do this is all inside of a macro, but sadly I dunno how to do it for you.

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once it rolls the self harm to the caster in chat, you can then add that number to the damage of the attack manually if you don't fast forward damage(add it to the situational bonus field in the popout with fast forward off)

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alternatively you can turn on the legacy damage buttons in midi's main settings and select the target and use the damage button on the damage self damage manually

hasty jackal
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there it worked hope someday you can add dices to attributes that would make a lot of stuff easier

strong yew
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I keep getting undefined terms when trying to roll with this scale

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Can't seem to figure out what's wrong with it

spice kraken
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Show us the scale setup for that

strong yew
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Where would I find that? Imported stuff from ddb

spice kraken
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The advancement tab of the class/subclass when editing that feature

strong yew
spice kraken
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Scroll down, do you see that scale value anywhere?

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Should see Breath of the Dragon somewhere

strong yew
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I don't. I'll compare to another scaling one to see

spice kraken
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Well that could be the issue.

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It's trying to reference something that doesn't exist

strong yew
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Hmm. It did work before, but maybe I should just try reimporting

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The scaling for it is just 2x martial arts die

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well, at least at this level. I'll try and reimport

strong yew
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odd, page doesn't look any different after reimport, but it's working now for some reason

static sparrow
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Quick question about the latest midi update and Dice So Nice. Is there a way to use the "ghost dice" or whatever setting but have the numbers still appear for the GM?

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I feel like that's just how it worked before the lates update, but now it seems like I can't hide rolls from my players without hiding them from myself too 😔

vast bane
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I don't even use 3d dice for the DM anymore.

hasty jackal
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welp i created a macro

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it deals infinite damage

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so...nice?

vast bane
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Ludicrous damage is best damage.

hasty jackal
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i still dont know what the hell im doing wrong is just an item macro that uses a d6 self damage as a resource

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idk how can it be so hard

vast bane
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why did you make it a macro?

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if its just self harm, make it self/self, action type other, add a damage formula of whatever, call it a day.

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same as magic missile only self/self for target/range.

random jolt
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After anyone on my server casts an AOE spell, the server sits on it for at least a minute. Meaning it looks like it is processing something and nothing happens. Any ideas?

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No error... It just sits there...

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I try to move characters or pass turn, nothing happens...

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And then... out of the blue, the server resumes like nothing happens.

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Actually I just realized even when normal attack happens, the server gets laggy... 😦

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It looks like the server is waiting for a reaction or something...

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I activated the log and this is what is happening...

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It looks like it is just stuck calling this Calling updateToken hook with args in an infinite loop

vast bane
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Versions of everything

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My first thought is a midi setting is set to a module you don't have. Look at cover settings and template/target settings

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It could also be bad old modules system

cinder tapir
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how to make a ability do damage and heal yourself?

vast bane
inland vortex
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Are there versions of Wither and Bloom that automate the hit dice heal on an ally? Both versions of the spell I've found ask if you want to heal an ally, and they put a wither and bloom icon on the ally, but i'm not seeing any healing or a mechanism for it

cinder tapir
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?

vast bane
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If bugbear didn't add it to wiki yet look at his issues I posted it there for him to add

cinder tapir
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Ok that was definitly not it

cinder tapir
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trying to make a ability when they use it, it deals damage and applys a buff to them that increases there AC until there next turn temporarily.

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I assume that would be in the temparary effects tab

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but I'm not really sure which "Attrivute" key it would be

vast bane
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having too many +'s is never bad, having a lack of one turns +2+2 to +22

cinder tapir
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that definitely makes a lot of sense

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Though I don't think I

vast bane
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have the item be self/self for range/target, have first tab of ae have no boxes checked, put the items action type to other or utility, add a damage formula of the damage you want

cinder tapir
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did the attrivute key right

vast bane
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that attribute key is correct if you want to add 5 ac, if you put a + in front of that 5

cinder tapir
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what is "of ae"

vast bane
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how have we not added lifesteal to the wiki or some sort of quick link lol

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Between me, bugbear, and krig we've shared examples of it atleast 10 times this week alone

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@inland vortex is CPR's really not working? it should be working

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does the ally not have hit dice?

inland vortex
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I'm getting the same results from CPR as the latest from DDBI. The ally doesn't tale damage, and gets an effect on them that lasts part of a round, but it doesn't heal him or use his hit dice

cinder tapir
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Also I changed it to self

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and now the ability damages the user and the target

vast bane
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I'm checking it now myself, its likely you lack an optional dependency or you don't have any of CPR's world scripts/settings turned on

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it should say in the description of wither and bloom what it requires

inland vortex
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i wonder if i have midi qol set up wrong. your advice earlier about the order of CE and AE fixed AID

cinder tapir
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I made the AC ability work, though its when I equip the spell to the character sheet. How would I make it only give the +5 ac for a single round AFTER you use the ability.

inland vortex
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the characters i've tried it on are all friendly player characters and all have hit dice

vast bane
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I need to update CPR cause its also broken for me but in a different way

vast bane
vast bane
cinder tapir
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well I wasn't sure what "ae" was

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I asked but no responce

vast bane
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as for the duration, what is the actual druation of the ability, this is midi, you can do special durations, so share the items description, lets set it up right

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ae is active effect

cinder tapir
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So this page?

vast bane
cinder tapir
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Ok I see now

vast bane
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that box thats checkd is the mistake

cinder tapir
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I just didn't know where to look

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ty again 😄

vast bane
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if you want the item to damage them too, make sure the items target/range is self/self and then make an action type of other or utility, then add a damage formula.

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@inland vortex haven't forgotten about CPR, just updating my module as I'm behind on it before I start reporting it as broken

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actually it is not broken, my mistake was I had no hostile targets

inland vortex
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thank you. i just updated my DDBI munching today. i was amazed at all the updates

vast bane
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You likely need to turn cpr settings on

inland vortex
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i wasjust looking at them. i don't see one for wither and bloom specifically

vast bane
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the only time it doesn't heal is when the player has no hit dice

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so show me the character sheet of the target who isn't healing you likely are incorrectly reading the sheet

inland vortex
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some of his settings are about VAE. What is VAE?

vast bane
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or the actor is unlinked

vast bane
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show me the character sheet of the actor who never got healed, when you open its sheet, open it by double left clicking the token, not the sidebar

random jolt
# random jolt

I could not find any old module or the cover settings or template/target settings...

vast bane
inland vortex
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what page would you like to see?

vast bane
inland vortex
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i forget how to take a shot of that. i know you've told me before

vast bane
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ctrl+shift+s in windows 8+ is the snippet tool

vast bane
random jolt
vast bane
random jolt
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Calling sightRefresh hook and Calling lightingRefresh hook

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I mean calling these things hundred of times...

vast bane
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Scroll down to the last three settings in midiqol main settings view and set these like mine:
To be clear, this is just shutting off the debugger, cause those are not errors.

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your problem is elsewhere spamming your console with dev debugg info is not going to help you

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Your slow down is probably just having the dev debugger on

random jolt
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So my thought is that this is what is causing the lag.

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Thanks though...

vast bane
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precisely

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Confirm though!

random jolt
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I had to turn it on to see what was that... Let me try

cinder tapir
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If I have a ability that lasts multiple rounds is there a moduel that I need to check if players are within that area?

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Or if they enter the area*

inland vortex
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i'm sorry man, i don't remember how to use the control

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shift s

vast bane
random jolt
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The weird part is that the game is not frozen... I just cannot interact with tokens...

cinder tapir
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O I was more so trying to see if I could even do it

vast bane
cinder tapir
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before I make it

vast bane
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you can make just about anything with macros, if you give us description someone can share it already made or give you an idea how to do it

cinder tapir
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I see

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So when I am making these abilities and spells

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there also known as macros?

vast bane
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no, macros are javascript code run in specific ways, sometimes on items, sometimes on active effects

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sometimes what you want can be done with other more user friendly means that don't involve macros

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can't tell ya till ya give us context 😉

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your specific ask leads me to three different ideas but if you clarify it by simply sharing a use case I can better answer you

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@random jolt I think your original problem was exactly what I thought, you have a setting on in midi that references a module you do not have installed

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either the template setting here is referencing walled templates or df templates and you don't have it installed or...

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Cover setting here is referencing levels auto cover or simbuls and you don't have that installed:

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(Or both)

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There is also a chance the simbuls cover calculator revamp that just dropped broke in midiqol, have to wait for people to report it, as you can see, I don't use it 😉

random jolt
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I am looking into it

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The problem persists... 😦 Even when I refresh the page...

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It just lags like crazy...

vast bane
random jolt
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Nope

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It needs to finish processing something before I can interact with the tokens again...

vast bane
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open the console with the debugger off and show me what is there when you do the act of casting fireball

random jolt
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Just so weird...

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Gimme a sec

vast bane
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did you check those two locations in midi's settings

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I strongly feel its cause you have a module not installed

inland vortex
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i'm sorry man, i'm not able to figure out how to take a screenshot on this computer. i can stream if you like

inland vortex
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yes

vast bane
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on the keyboard to the left of scroll lock is print screen

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hit that button, then open mspaint and paste from clipboard

random jolt
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As you can see I tried to move the guy no luck...

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Everything is frozen...

vast bane
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bottom left

random jolt
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Just me

vast bane
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your reaction window is timing out, who owns the targets?

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you?

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AH HAH

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THAT is the module you are missing

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you have saves set to Monks tokenbar or Let me roll that for you, and you do not have said module

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workflow button, workflow tab, save section, the 3 drop downs at the end of the save section, the two for DM's are set to either LMRTFY or MTB and you don't have the module

random jolt
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After it unfroze this error came up... Not sure if it is related...

cinder tapir
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I created a spell that apply weakened to people, though when they are using a attack that has it's ability modifier set to strength midi is not automatically halfing the damage?
Could it be because the effect is a ability check?

random jolt
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I think I have that set to Let me roll that for you

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But I should have both modules 😦

vast bane
random jolt
vast bane
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midi's reaction prompt is this:

random jolt
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Hmm

vast bane
random jolt
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Which module could be conflicting?

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Ohh snap!

vast bane
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if it was none of these, share me your module list in a dm

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if you find the culprit please lte me know so I can add it to the list if it wasn't here, let me know anyway so my curiosity is quenched

random jolt
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Ohh lord, you might have found the issue... Restarting the server...

vast bane
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Which roller did you try to use with midi ;p

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My guess is ASE

random jolt
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Fast Rolling by Default and Multiattack 5e

inland vortex
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hmm, the whole shot, not the cropped one

vast bane
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oof

random jolt
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Just a sec before we celebrate.

vast bane
random jolt
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Still lagging though...

vast bane
# inland vortex hmm, the whole shot, not the cropped one

right away one red flag you have is using CPR with cub, its not technically bad to have, its just that cpr makes you install dfreds Ce so the two modules conflict with each other, normally you shut off condition lab/enhanced conditions but you appear to have it on.

vast bane
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you also still have a debugger on

random jolt
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Not from MIDI

vast bane
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mouse over "targetreaction" in the top half of that console log and look at its filepath

random jolt
cinder tapir
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If a character has "Weakened" on them, will midi automatically reduce strength attacks by half damage?

vast bane
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ok this is gonna be hard to hear but you got a road ahead of you

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when you updated to v10, you never updated your modules properly, you have to go through all 132 of them, and manually make sure they are all v10, if they have a yellow v9 or older, uninstall/reinstall, if it comes back still 9 or older, yeet it. Also since you have 132 modules, it is very likely one of them is modulemanagement +. That module makes this step hard, and is probably exactly why you never discovered the issue as it hides the compatibility warning.

random jolt
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Dear lord man...

vast bane
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actually come to think of it, FTC does have that warning they haven't updated it, for whatever reason, so thats not going to be bad, but still, you need to fix your modules, and honestly, if your chief complaint is lag, cut your modules in half.

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sure people will chime in with 100+ modules and say they have no issues, but they aren't you. They don't have the same 100 modules as you. Trim the fat, specially out dated modules. and for the love of god, findout what module has that debugger on and yeet it

vast bane
cinder tapir
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It was just a option that comes with dnd 5e i suppose

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Is there ways to do things similar to that

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perhaps reducing the next attack by a % etc.

vast bane
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it requires macros, but yes, midi srd and cpr have ray of enfeeblement that does exactly that

random jolt
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Thank you @vast bane you deserve a raise! That was a hard one to find. I spent hours trying to solve this one.

vast bane
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that module list gave me the shivers.

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That was alot of bad modules lol

tranquil island
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What change mode should i use for the damage reduction flag? Im trying to make it so the effect reduces slashing damage by 1

cinder tapir
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Not really understand what you mean by this "midi srd and cpr have ray of enfeeblement that does exactly that"

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are you talking about a spell called ray of engeeblement?

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Also is there a place where I can find basic macros?

vast bane
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midi srd and CPR are modules that offer premade items you can just drag to sheets and theur automation works

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Ray of Enfeeblement is a spell in dnd5e that halves the damage of whomever is struck by it, if their attribute they roll with is strength

vast bane
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its also in the wiki

tranquil island
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flags.midi-qol.DR.slashing

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im using the damage reduction flag

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im just wondering which mode to do it in

vast bane
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I believe add is the suggested, but custom works, it can just lead to problems

tranquil island
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thanks

vast bane
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wait I think its the other way around

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custom, but add works, just leads to problems when you somehow stack them

tranquil island
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ill try it out either way

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thanks

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and does the effect stack with other damage reductions?

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say there are two effects that provide DR of 3 to slashing, would it stack to 6?

vast bane
tranquil island
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ah ok

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thanks

cinder tapir
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I see the custom ones have a macro thing

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Is there a plae I can go to edit the macro?

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To make it do slightly different things?

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Like adjusting the numbers etc

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Also would there be a way to make a over time healing/dps spells without coding?

short aurora
vast bane
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when you install item macro, turn off character sheet hooks in its settings, it directly conflicts with midiqol and breaks all macros

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the Midi sample items compendium has an example of healing over time called "regeneration"

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@cinder tapir the problem is you are brand spankin new, so its all french to you. Eventually you will learn the ropes and start to catch on but right now...just gotta watch and absorb. Its more nuanced than we can give you of an answer. Some items are really simple to make, and then others require 300 lines of javascript

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one way I utilize to figure otu things is I think of something that does something similar and see if someones made it, and then try to reverse engineer it

cinder tapir
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Where is character sheet hooks located in the settings

violet meadow
cinder tapir
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ooo

vast bane
cinder tapir
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Its inside the item macro module

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O ok ill get that

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I was trying to look through the 5e settings

vast bane
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Krig was instructing you to install it, thats an often forgotten instruction when mixing that module with midi, people leave its sheet hooks on

cinder tapir
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LEave off?

vast bane
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the module is being hijacked by midiqol to hold all of its shit for it, its actual features are not wanted by midi users

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normally users can just never have it installed, you only have to install it if you need to edit the macros stored with it

cinder tapir
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Ok cool, so the over time thing

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Is that a thing I need to download?

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Or is that already inside Midi

vast bane
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its an active effect key that accepts very specific syntax and then it will just work over time for the duration

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the premade regeneration in the midi sample items is an example of overtime healing

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overtime damage would probably be um...acid arrow maybe?

violet meadow
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Does anyone use Regenerate out of combat? Does this need to be automated? Thoughts?

vast bane
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Technically regenerate can only happen out of combat bugbear

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(look at its casting time)

cinder tapir
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An active effect key

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where is that located?

vast bane
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we need to put vampiric touch or some other lifetap spell/item in the item ideas on the wiki, that dang thing gets requested too often not to be lol

violet meadow
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I meant for the 1 hp per turn part

cinder tapir
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Confused on what exactly the over time thing is

violet meadow
vast bane
# cinder tapir Confused on what exactly the over time thing is

I feel like the problem here is that you don't actually know core dnd5e well yet, and you haven't told us what you are literally making so we're just answering parts that you aren't understanding, give us the description of the item you are trying to make

violet meadow
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Then we can help with any confusion (and there will be 😄 )

vast bane
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I'd suggest watching alaustin's tutorials first before midi readme lol

cinder tapir
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I am trying to make a item

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that when put on a person

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heals them for a specific amount, then heals then again for a smaller amount for 3 turns.

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Like a spell

vast bane
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is the initial literally at the time the spell is cast?

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then the following 3 turns its the same lesser amount?

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sounds like acid arrow only healing instead of acid

cinder tapir
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The spell heals for (amount) right away when they use the spell

violet meadow
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Give the spell a healing formula for the initial heal.
Then add a DAE with a MidiQOL Overtime effect with a duration of 3 rounds.

cinder tapir
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Then heals for (Smaller amount) at the start of 3 turns

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Ok DAE

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I haven't really learned about what that is

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Though i know its a opinion at the top of spells

vast bane
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dae should auto complete the overtime key if you just type overtime in the attribute key

violet meadow
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Take a look at the readme I linked. You will have to do it sooner or later if you're to be using MidiQOL

vast bane
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the dae button is the best method to create an active effect on an item(opinion) we just say dae to get people to press that button

cinder tapir
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This is the screen?

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If so where do I input the formula?

vast bane
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When you have read the readme, and are ready to pop the values into the effect value field of your overtime active effect, you can utilize this nifty cheat sheat to copy and paste off of so that you don't typo anything, but do NOT skip the step of reading the midi readme first.

||https://github.com/MotoMoto1234/Midi-Wiki/wiki/Overtime-Cheat-Sheet||

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click the plus symbol to the right of new in your image above to make a new active effect, the reason why the wrench is better to do this is cause it usually attaches the items icon to the ae

cinder tapir
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What is the readme?

vast bane
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he linked it above, its the instruction manual for midiqol

cinder tapir
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I've read the readme, not really understanding what the link is trying to give me in regards to over time

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nor am I still sure where to put the value

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I assume here

violet meadow
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Yes

cinder tapir
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Ok

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So the link that was sent

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where in that do over times even come up

violet meadow
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As I said, its a trove of knowledge if you take you time 😉

vast bane
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the cheat sheet is meant for you to copy and paste so that you don't mistakenly misspell or miss case the syntax of them since the effect value of an overtime is very very strict

cinder tapir
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I've read this

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inside the read me

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I'm confused on where i'm putting all this info lol

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I assume this is the first step

vast bane
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perhaps you should look at an example, go to the midi sample items compendium and look at the effect on hold person

cinder tapir
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But where am I adding the extra stuff you guys are talking about

cinder tapir
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This is what im looking at

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I'm looking at the effects

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of hold person

vast bane
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that is not hold person in the midi sample items

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that is hold person in DAE SRD which you should not have installed

cinder tapir
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?

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I was told to install this

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earlier

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because it had different spells on it

vast bane
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and your modules handling status effects are screwed up

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DAE SRD is constantly confused with either Midi SRD or Dynamic Effects using Active Effects

violet meadow
cinder tapir
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O ok I see now

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so what is wrong with my moduels handling status effects

vast bane
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DAE SRD is a poorly named module that died in v8 foundry that constantly gets installed by accident cause its name is very similar to much cooler modules

cinder tapir
vast bane
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The fact that Asleep exists means you have nothing handling them

cinder tapir
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Those are all of my ones

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So get rid of SRD?

vast bane
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no don't get rid of that

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wtf is that hold person from then?

cinder tapir
vast bane
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wrong compendium first off, but I'm shocked midi srd has THAT for an active effect

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is it because he has none of the supporting modules?

cinder tapir
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Do I need to get more moduels?

vast bane
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nope you need to just look closer at the modules compendiums, I said Midi Sample Items

violet meadow
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Midi SRD kinda needs DFreds CE

vast bane
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thats why its misaligned right?

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its set to asleep instead of paralyzed cause its assuming CE's exist

violet meadow
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It should be a paralysed (CE) in the Hold Person with the CE installed

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Yeah it gets the 1st available

cinder tapir
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Should I download that?

vast bane
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nah lets tackle overtimes first

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find the midi sample items compendium, it comes with midiqol

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you just chose the wrong compendium

cinder tapir
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Yep I found it

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So the Macro Convient effects

vast bane
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expand that box so you can properly read it

violet meadow
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Again needed 😛

cinder tapir
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What are all the different effect values?

vast bane
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don't worry about that you are only looking at the overtime as an example the rest can be solved later

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those are in the readme that you said you read 😉

cinder tapir
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For the "Paralyzed"

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Well inside the read me

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Paralyzed is only said twice

violet meadow
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Off to finally work on MidiSRD! 👋

vast bane
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the point of this exercise was to show you an example of a built overtime

cinder tapir
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there is no list of different things

vast bane
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paralyzed has nothing to do with this

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jesus

cinder tapir
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Well i'm trying to figure out how it works

vast bane
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stop looking at the dang condition, you are trying to make an overtime, look at the overtime key and only the overtime key

cinder tapir
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Well it seems you can do status effects like paralyze

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I've read the top one

vast bane
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there ya go, you have an example and the manual, deductive logic should get you the rest of the way in how to "Make an item that heals immediately and then heals over time for 3 more rounds"

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in the readme overtime section go down each of the entries and ask yourself if you need it for the heal over time

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another good example, infact a much better example, in that very same midi samples item, theres a regeneration overtime that is a heal over time

cinder tapir
#

How do you get it so you can type?

#

I have to manually scroll through all the options

#

Though I see in this guys screenshot they can type to get it suggested to them

#

Ok I can magically do it now

vast bane
#

click on the top field

#

I scrolled up, you clearly could you just never did, you clicked the drop down instead

#

also pro tip, when you get suggested auto completes, it shows a max of 10, but you have to fiddle with the scroller to see past 3, the auto complete kinda falls off the window and doesn't go past the bottom of the screen till you scroll

#

its really glitchy there

#

Surprised @coarse mesa hasn't figured out how to fix that lil css mistake

cinder tapir
#

Ok so it heals, then says on for 3 turns but isn't healing every turn after

#

I assume this is incorrect

coarse mesa
vast bane
#

you likely typed the wrong stuff in the ae, show us what the ae has, I wanna see all 3 "tabs" of the active effect

cinder tapir
vast bane
cinder tapir
#

so true

vast bane
#

but fwiw, now you know why I share the cheat sheet to people fiddling with overtimes 0_0

coarse mesa
cinder tapir
vast bane
#

I specifically designed the cheat sheet so that the only copy/paste without a comma is label= which is basically on every overtime so just always do label last and the sheet is perfect to copy/paste

cinder tapir
#

wait

#

Uh

#

it did not add the ,'s

#

It works thank u

vast bane
#

in my cheat sheet there is a rollMode= option for if you want the heal whispered or public, or self roll

#

not sure if thats in the readme yet, he just added it, may only be in the changelog, tim needs a secretary hehe

cinder tapir
#

I see the part that talks about making things be able to stack

#

though not really sure where the setting is located

#

or if its something I add to the effect value

#

Just can't find where it is though it mentions it

vast bane
#

also he's referring to a midi sample item so you can actually find that item and look at it

cinder tapir
#

O I see

pliant matrix
#

would it be possible to create an effect that automated the regeneration of monsters?

cinder tapir
#

Yea

#

Create a effect that is perm that heals constantly on their turns

vast bane
#

one already exists

#

Regeneration premade in midi sample items compendium

#

I personally don't like how that one rolls publicly though:

#

I didn't know how to stop regen if damage has been applied so I just put it in the label

cinder tapir
#

Would it be possible to make a spell that would put a damageType=temphp shield on someone as a buff, and go away when the temphp shield was broken by damage?

vast bane
#

world scripts for ending effects on updates of the token

#

is it just temp hp?

#

if so then you don't and shouldn't use an active effect for that

#

never ever ever add temp hp or hp, or even max hp in an active effect

#

unless its via an item macro key or the overtime key

#

directly modding system.yadayada.hp and temphp will break the token to be invulnerable

cinder tapir
#

Is there a way to make a active effect on someone, that will trigger if they are hit by daamge?

vast bane
#

give us the description of what you are trying to make, you could be totally down the wrong path to making the item

#

preferrably the literal description of the item

cinder tapir
#

I want to make a spell that will act as a buff for 1 round, if the person with the buff takes damage during having that buff, they will have damage prevented.

vast bane
#

how much damage?

cinder tapir
#

Well is there a way to specify the amount?

vast bane
#

does it shield say 5 damage from all instances of damage for that round, or does it shield 5 and then fades after the first time they are damaged?

cinder tapir
#

The first time they are damaged

#

It will apply a shield

vast bane
#

is the item a reaction or something they activate on their turn?

cinder tapir
#

I assume the effect

#

of the buff that is put on the person from the spell

#

will be a reaction

vast bane
#

sounds like stones endurance to me

#

only a spell

cinder tapir
#

Seems so without the modifer

#

Would that be possible?

vast bane
#

totally possible

#

how does CPR not have stones endurance lol, I have to go enable MASIF to get it

cinder tapir
#

which of the settings on the cheat sheet

#

are used for it?

vast bane
#

none

#

its not an overtime key

cinder tapir
#

So true...

#

😭

vast bane
#

(Add might be wrong, it might be custom)

#

replace my effect value for whatever you want

cinder tapir
#

Hell yea ty

vast bane
#

Make sure you turn on and setup reaction prompting or they won't ever get a chance to fire this before attacks in midi with auto rolling on

cinder tapir
#

I assume if I want to make this a spell you can cast on not only yourself but others, I adjust it to creature, and add a duration to it.

vast bane
#

oh shit

#

yeah this is where not having the support modules suck

#

you need times up module for sure, possibly simple calendar

vast bane
#

if you don't see the special duration option I listed, you lack supporting modules, probably times up, maybe simple calendar

cinder tapir
#

So should it be a reaction

#

if its a action spell that you place on someone?

vast bane
#

there are 3 reactions that prompt, reaction, reaction targetted, reaction damaged, you want that to prompt on reaction damaged

#

in the items details tab you should have the option to set what reaction it is, look above in my other images for where

#

reaction prompts regardless of hit, reaction damaged prompts if they are hit

#

reaction manual is what you use for reactions that you never wanna see in combat(feather fall)

cinder tapir
#

This one?

#

I see it now

#

Duh

#

lol

#

If it's set to reaction damaged, how can I make this so I can use it on other people?

vast bane
#

the only way is an advanced thing that I really don't think you can setup

#

the reaction prompt system only works with the target of an activity

#

nobody else can interject into the workflow

cinder tapir
#

So there is no way to make it so I can make a spell that can be cast on other players that reduce damage?

#

Kinda like a buff

vast bane
#

you can, but it would never interrupt the workflow

cinder tapir
#

not sure what that means

vast bane
#

you could totally do it manually if you don't fast forward

#

but like I sometimes feel like I'm the only person in this channel who doesn't fast forward

#

99% of midi users get the module to skip the advantage/normal/disadvantage and crit/normal popouts and have midi automate it all. Because of this, you can't interrupt workflows as a third party, you could if everyone stopped the automation and waited for manual reactions.

cinder tapir
#

So creating buffs on other players that active when specific activation instances are required is pretty hard to create?

real sluice
#

I've done that with the blindfighting feat but its not overruling the invisibility

velvet raptor
#

Hey people! Is there a way to get a larger template for upcasting a spell like fog cloud without just having the spell X amounts of time in the spellbook? 🙂

vast bane
#

i wonder if the animation changes in size if you manually edit the template after cast

velvet raptor
#

We have a house rule about grease being able to be upcast and I am going to use that a lot in the coming campaign but, if the Moto says it not worth the time it isnt.

vast bane
#

I run dotmm, fog cloud just was never cast, I actually will take their prepared spells and automate them if they aren't after the first session that they set their spells in campaign, have never had to touch that, grease is already automated.

#

and the answer is no on template editing after the fact changing the animation:

velvet raptor
#

Yeah no, its about the template size. The rest works fine.

velvet raptor
#

from grease' 10 ft to +5ft for every spell level above 1st.

vast bane
#

it'd be even better if it went around corners lol

short aurora
#

Walled Templates should let you do that

violet meadow
#

Walled Templ--

vast bane
#

I meant as a joke for the grease spell since it'd be funny to turn a dungeon into covered in slime hehe

#

Wtf, I just found the most amazing thing in the midi sample items and I had no idea it existed lol.

#

No way this slipped past me in the changelog

#

Has this key existed this whole time lol?

#

why were we doing macros if its as easy as this?

#

This has to be new lol

short aurora
#

It's been there for the last 5 versions at least

vast bane
#

Sittin here tryin to find the feats in Midi srd then It hit me, theres only 1 and he probably didn't touch it lol.

violet meadow
#

Its from early March

vast bane
sudden crane
short aurora
#

@sudden crane Your suggestion of making a template scale through an on use macro preItemRoll, is there a way to update the template the item's about to roll in the workflow or were you thinking to create a new item and roll that instead?

vast bane
#

it can't be pre item roll cause it needs to know what level you cast it at right?

sudden crane
violet meadow
#

It's tricky to find the proper hook

vast bane
#

for fog cloud it doesn't really have a workflow you could just edit it before automated animations starts

violet meadow
#

You will need to get the args for the spellLevel and then try to Hook on the preCreateTemplateDocument maybe

sudden crane
#

Let me check if there is dnd5e hook called before the template is created but after the dialog…

vast bane
#

all you really want is to have the template the right size before AA fires

#

holy cow

#

guys we technically don't even need midi or item macro

#

its about an animation anyway, just use Automated animations macro

violet meadow
#

It's for targeting too, no?

vast bane
#

fog clouds template is just to set its size I think

#

nothing happens to the targets right?

#

they aren't blind, just everything is behind full cover

#

heavily obscured

sudden crane
#

The last dnd5e hook called before the template placement is “dnd5e.itemUsageConsumption”

#

So in preItemRoll, register a hook.once on that and update the item accordingly, the spell level should be in one of the args

#

@gilded yacht you forgot to add await on two triggerTargetMacros calls, preApplyTargetDamage and isDamaged

short aurora
#

@violet meadow You mentioned ages ago that you used a world script for your player A reacts on player B being attacked within 5 ft stuff, like fighting style: protection, can you show your setup so I can steal that? I did see you post an item with active auras but I have no aura needs beyond this one for now

violet meadow
#

Might be easier ```js
Hooks.once("preCreateMeasuredTemplate", (...args) => {
const itemUuid = args[0].flags.dnd5e.origin;
const workflow = MidiQOL.Workflow.getWorkflow(itemUuid);
const { castLevel, baseLevel } = workflow.castData;
let updates;
if (baseLevel && castLevel) updates = {distance: 20 + 5*(castLevel - baseLevel)};
if (updates) args[0].updateSource(updates);
})

#

Oh sorry that was for the template radius change

violet meadow
vast bane
#

isn't protection alot easier now with the new reaction?

#

Reaction Targeted

#

Oh its reaction pre attack roll

sudden crane
#

What is easier to do without an aura is damage retribution

vast bane
#

yeah I use one active auras third party reaction and then another I use in a really nifty way, I have protective bond third party reaction via peace cleric cause it doesn't need to be creatures near a character, it needs to just be the bondees

violet meadow
#

Fire Shield and all these spells or abilities are easily done now.

#

I am trying to remember the conversation that Krig mentioned 🤔

sudden crane
#

For third party reactions, midi would need to go through all the tokens in the scene to check if they have third party reactions items which should have an activation condition to allow pre checking if the conditions allow the third party reaction.
But performance would probably be impacted by all these check at every step of the workflow

violet meadow
#

This is what I had started doing as an add hoc on the automated conditions 5e module.
Check for available reactions and, parsing some info about when to call them, make it available.

#

Not an easy to share code snippet

short aurora
#

Fair dues, worth a shot

vast bane
#

or is the workflow not going to be modified if I suddenly gave it an attack fail key?

#

then again, if you don't fast forward the dm could just say "Don't roll damage"

real sluice
#

please does anybody know how to overrule a disadvantage flag in dnd5e? the character in question has see all and sense all set as detection modes. also has flags for detection in blindfighting feat. but nothing i do gets rid of the disad from foe being invisible

violet meadow
sudden crane
short aurora
#

Invisible just straight up grants disadvantage on attack rolls towards the target, has no bearing on actual visibility

#

It is the weirdest ability

violet meadow
vast bane
#

look at the wording for faerie fire

#

(which may not be automated properly in foundry)

scarlet gale
#

They didn't mention that spell?

vast bane
#

I was just suggesting faerie fire for how wording should be

#

incase they are making homebrew

short aurora
violet meadow
#

It does a small update

short aurora
#

Maybe a cloned item with the changes is better for actual use

scarlet gale
#

Could warpgate the item really early maybe

violet meadow
#

Not easy to do, as the preItemRoll will not have the spellLevel

scarlet gale
#

Ah

#

Synthetic item then

vast bane
#

could just completely abandon workflow and make a macro that asks for a spell level, and makes the template and animation and expends the spell slot

scarlet gale
#

Complicated with concentration potentially

violet meadow
#

I mean you would need to cancel one workflow and roll the synthetic, which is too much trouble for my liking

short aurora
#

The last hitch with this method just seems to be for the player to visually see the template being created, functionally it's great

#

Another hook on whatever renders the template before you place it, maybe?

violet meadow
#

Yeah it needs the previewTemplate and then updates it to match the provided data

#

Or you could Hook on the dnd5e.itemUsageConsumption and then change the item's properties as Elwin said

real sluice
violet meadow
#

You might want to change the item radius back after the fact, but no matter what it will be correct, as the update happens with each casting

short aurora
violet meadow
#

Ha does it not? ffs I thought it did

short aurora
# real sluice Understood, but surely there must be a way to override. See invisibility should ...

I can't think of a good way personally. I don't really recall it being done before either.

Conceptually; an actor on use macro to look through the sources of disadvantage in the workflow, find Invisibility, and update workflow to remove it from the list of sources before the attack roll resolves, but looking through Midi's arguments, I can't quite find where those are and iterating through all of your targets' effects to try and find/match seems janky.

violet meadow
real sluice
#

just dont understand why they implemented see invisibility if it has no functionality

real sluice
#

it brings up the ATE visual effect but does nothing to remove disad

violet meadow
#

Get the Lantern of revealing Item from the sample items

#
lastArgs = args[args.length -1];
const token = await fromUuid(lastArgs.tokenUuid);

if (args[0] === "on") {
    const updates = {};
    updates["flags.midi-qol.revealingSave"] = {
        "light.angle": token._source.light.angle,
        "light.bright": token._source.light.bright,
        "light.dim": token._source.light.dim,
        "light.animation": token._source.light.animation,
        "light.alpha": token._source.light.alpha, 
        "light.contrast": token._source.light.contrast,
        "light.color": token._source.light.color,
        "detectionModes": token._source.detectionModes
    };
    updates["light.angle"] = 360;
    updates["light.bright"] = 30;
    updates["light.dim"] = 60;
    updates["light.alpha"] = 0.1;
    updates["light.contrast"] = 0.5;
    updates["light.color"] = "#f8c377";
    const detectionModes = token.detectionModes;
    detectionModes.push({id: "seeInvisibility", enabled: true, range: 30});
    updates["detectionModes"] = detectionModes;
    return await token.update(updates);
} else if (args[0] === "off") {
    const updates = token.flags["midi-qol"].revealingSave;
    updates["flags.midi-qol.-=revealingSave"] = null;
    console.error("Updates ", updates)
    return await token.update(updates)
}
#

I thought that should work 🤔

short aurora
#

Most of what Midi implements isn't dnd5e, dnd5e introduced See Invisibility to visually (for the player) see invisible tokens selectively. All the advantage/disadvantage stuff is Midi.

violet meadow
#

I can see the flags and I thought that would work

oh well 🤷

short aurora
#

(For your question of why they implemented see invisibility with no functionality, dnd5e doesn't do any of that stuff regardless, it's meant to mimic a tabletop experience at a physical table - by and large)

real sluice
#

ok, starting to understand, but in a situation where ads/disads are automated, im at a loss as to what to do

#

so the single disad cancels out all ads even though it shouldnt apply

violet meadow
real sluice
#

it seems the only option is to turn off midi automation which is exactly what i dont want to have to do

vast bane
#

There are nuanced rules that alot of people don't even know exist with spellcasting that matters for see invisible

short aurora
#

They do still have a point of Faerie Fire, like you mentioned earlier. It doesn't dispel, it just nullifies Invisible, which means as auto gearheads, it'd be nice if we had a way

#

Considering advantage attribution literally compiles a list, I do wonder if midi just has sources of adv/dis somewhere and I just can't find them

vast bane
#

just pre item roll suspend invisible on the target, at end reenable it

#

or suspend it till the stripper dust is off them

#

Does condition immunity effect an existing condition on them?

violet meadow
#

Try this for the invisibility condition for the disadvantage
key: flags.midi-qol.grants.disadvantage.attack.all
mode: Custom
value: workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility").range : true;

real sluice
violet meadow
#

hmm logical mindfrack

#

will test again

#

OK got it 😄

real sluice
#

drum roll. im excited

violet meadow
#

Same thing for granting advantage on the attacks correct?

#

If the target can see Invisible the invisible attacked shouldn't have advantage.

#

Hmm let's try that too

real sluice
#

indeed

#

i'm curious. are you tweaking module settings or writing a macro?

violet meadow
#

MidiQOL flags for Invisibility condition to respect the seeInvisibility detection Mode.

key: flags.midi-qol.advantage.attack.all
mode: Custom
value: workflow.targets?.first().detectionModes?.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.targets.first().detectionModes.find(d=>d.id === "seeInvisibility").range : true

/**************************************************************************************/

key: flags.midi-qol.grants.disadvantage.attack.all
mode: Custom
value: workflow.token?.document.detectionModes?.find(d=>d.id === "seeInvisibility") ? MidiQOL.getDistance(workflow.token,workflow.targets.first(),false,true) > workflow.token.document.detectionModes.find(d=>d.id === "seeInvisibility").range : true; 

https://github.com/thatlonelybugbear/FoundryMacros/wiki/Item-Ideas#invisibility-condition-vs-see-invisibility

violet meadow
real sluice
#

just highlighting my lack of knowledge. I have no idea where to find those. In the module Json?

violet meadow
#

It should have some MidiQOL flags on it, correct?

real sluice
#

various methods. first was via fog cloud coded to provide heavy obscurity (=invis), then tested by applying invis directly via token hud condition

violet meadow
real sluice
#

yes dfreds

violet meadow
#

OK go to DFreds, duplicate the Invisible condition and add the values in the relevant fields in the Invisible DAE

#

Does this make sense?

languid wave
#

Not sure where to post this, because it could be Midi, it could be DDBImporter. It looks like my hunter's mark isn't auto-applying the additional damage dice on hit.

The other spell I'm seeing issues with is Chill touch. It provides the animation, but it doesn't look like it ever rolls to hit or rolls damage.

I'm of course sure it's User error, I just don't know what's going on.

violet meadow
real sluice
languid wave
violet meadow
#

Effects Tab in this screen

real sluice
violet meadow
# real sluice

Nice. Copy paste the Values provided in my previous post

#

Everything after the value:

real sluice
#

done that but still not getting expected result

violet meadow
# languid wave

Yeah there is a bug currently on DAE. Which version are you on?

It's DAE related, sorry

violet meadow
real sluice
#

yes

violet meadow
#

OK and are you in range of the seeInvisibility detection Mode? 🤔

languid wave
#

err

#

sry that's midi

violet meadow
#

Yeah its DAE related, but still the same issue. You will need to wait for an update

languid wave
languid wave
violet meadow
# real sluice yes definitely

Do you have advantage attribution on in MidiQOL settings?

Also can you check for any warnings in console from midi-qol?

Is there something like this?

violet meadow
#

Check console for any errors

real sluice
violet meadow
# languid wave

Probably something else, based on this screenshot. Check for errors in the console.

languid wave
#

kk sec

#

weird

#

now it's rolling

#

scratches head<<

#

ok, cool

winter halo
#

I have a short question. I work with Midi Qol and Convinent Effects to recreate the rallying mark of the warlord by Kibbles Tasty. When applied it adds a certain amount to the next damage roll and heals the one who hits by the same amount. Which attribute Key do I need for either of those? Rules as written would be that is is in both cases the same amount but I am not that picky.

bleak egret
#

What effect do I need to add to the actor so that stuff like "Eldritch Invocations: Gift of the Ever-Living Ones" would grant it the max healing? I've added the effect "flags.midi-qol.max.damage.heal" but it doesn't seem to work. How do I fix that?

violet meadow
#

You can even check for the familiar to be in range with something like this instead of 1 in the Effect Value field ```js
findNearby(null, canvas.tokens.placeables.find(t=>t.actor.id === game.actors.getName("Unique name of the Master Actor").id), 100).some(t=>t.actor.id === game.actor.getName("Unique name of the Familiar Actor").id)

#

Change the placeholder Names above with the sidebar Actors for the Master and Familiar.

#

eg ```js
getName("Thorin").id //for an actor named Thorin

bleak egret
violet meadow
#

Yeah you can use both

#

depending on what the desired end result is.

bleak egret
#

Any idea what I might check to make the other ability work properly as well?

#

Nvm, I got it to work. Thank you

inland vortex
#

Good morning. Is there an automated version of the Inspiring Leader feat?

violet meadow
bleak egret
frail osprey
short aurora
#

It's a true or false flag, not a value flag

#

1 = true, 0 = false

#

Custom tends to be those

frail osprey
#

right, makes sense

short aurora
frail osprey
#

so the code he wrote there will ultimately result in 1 or 0, right?

short aurora
#

It's basically just "on", yeah

#

on or off

inland vortex
bleak egret
#

Any chance there's some error in the code?

violet meadow
violet meadow
bleak egret
#

Thanks mate

vast bane
#

The Spell see invisibility does not cancel the condition of invisible. It only allows people to see an invisible creature for the purposes of op attacks and spellcasting.

violet meadow
#

This doesn't cancel the condition

#

It just negates advantage and disadvantage between the specific two actors

violet meadow
dark canopy
#

whether it follows the rules as written or not, the use case for that macro is clear -- see invis negates adv/disadv between the two

vast bane
bleak egret
violet meadow
dark canopy
violet meadow
violet meadow
# bleak egret

Ok, it might not work as I expected it then. Will have to double check when I can.

violet meadow
inland vortex
#

When you are putting an effect value onto an ability, what is the formula for character level + charisma bonus? This is to automate the temporary HP in Inspiring Leader

bleak egret
inland vortex
#

is it @details.level + @abilities.cha.mod?

violet meadow
#

And I think yes that's it

inland vortex
#

ty

violet meadow
vast bane
#

wheres @spice kraken with his copy paste

#

if its an overtime or a macro.execute/itemmacro then modding hp/temphp with an active effect is ok

violet meadow
#

I think they made an action type healing Item

vast bane
#

they mentioned Effect Value, which had me worried

violet meadow
#

That was the suggestion at least

inland vortex
#

i've just gone into Inspiring leader and added an effect. It's currently under passive effects and gives temp hp.

violet meadow
#

Ehmm we suggested an Item that heals for tempHp 😁

vast bane
violet meadow
vast bane
#

if its system.something.something.hp, you did bad thing

inland vortex
#

hmm, maybe i did something evil

violet meadow
#

More chaotic neutral would be than evil 😅

vast bane
#

make an item that has an action type of healing, and then a damage/healing formula of X amount of temphp. Inspiring leader doesn't need an active effect, or at the very least remove the temp hp key

inland vortex
#

system.attributes.hp.temp

violet meadow
#

Yeah try damaging that creature and see what happens

inland vortex
#

odd things happened

vast bane
#

if theres any midi automation to be had from inspiring leader, its to catch they've already had it.

#

I'd put a blank ae for inspiring leader with a special duration of short and long rest

#

I do the same with the healer feats heal

#

then the party knows they can't inspire till that blank buff is off

inland vortex
#

i'm so new at this that i don't understand all the things you are saying. is there a similar sample item i might stare at to see how it's made. Otherwise I'm prolly gonna have to ask a lot of annoying questions

vast bane
#

no module has automated inspiring leader

#

This is not your item so it has differences, but generally speaking this is exactly what you'd make:

#

see the bottom third? how its action type does the temp hp heal

#

if you have times up module, I also do this for a blank ae to track if they've already had a buf done in between short rests:

inland vortex
#

ok

vast bane
#

this homebrew food my chef can make is basically the same as inspiring leader

#

the things in the item details to change would be icon, name, target info, limited uses, and the ability modifier drop down.

#

(and delete the attribute key in the active effect which basically made the creature invulnerable)

inland vortex
#

could it also be made to work like the False Life spell, and come at it from that angle? Just trying to learn here.

vast bane
#

false life is a spell

inland vortex
#

yes

#

Okay, I'll work on this for a bit

vast bane
#

yes dnd5e srd's false life is similarly setup just the wrong item type

#

generally speaking dnd5e srd items are usually bad to copy off of for midi but in this case its pretty safe

inland vortex
#

okay

#

If they come from Mr Primate DDBI, is he fixing them to work better with midi qol?

inland vortex
#

ty

#

that is a nice link!

vast bane
#

I gave false life credit cause it purposely allows for dfreds CE to apply the blank ae on it

#

in DDBI

inland vortex
#

ok

cinder tapir
#

Moto is a npc bot

#

that never sleeps

inland vortex
#

I was able to make Inspiring Leader do what it's supposed to just by changing the action type to heal and setting the damage type to healing(temp), giving it a range and things like that. It seems to be working just fine

#

Trying to make it an effect was, as you said, a disaster

vast bane
#

Im surprised someone hasn't attached chat gpt to anvil or foundrybot

#

Pretty sure thats how Skynet happens

#

What happens if you put the new dfreds toggle in a formula?

#

I wonder if it does nothing, if midi could add it that'd be...crazy

#

@toggleEffect[Grappled]

#

Gm screen just became alot cooler with this

#

Time to edit the conditions journal

#

it works with all ce's not just conditions 0_0

cinder tapir
#

I made this spell, it work besides the temp hp doesn't go away

#

Any way to fix 😳

vast bane
#

tmp hp as a cantrip is op af

cinder tapir
#

All my spells are cantrips

vast bane
#

ok, what is the description of the spell so I understand what you really want

cinder tapir
#

So basically

#

I cast the spell on 1 creature

#

Then they get a buff on them for 2 turns

#

(I just had it force show up)

#

They should have temp hp for 2 turns.

#

Then it should go away after the end of the 2nd turn.

vast bane
#

does it refill the temp hp on turn 1 and turn 2?

cinder tapir
#

nope

vast bane
#

there is no easy way to automate this

cinder tapir
#

Just a shield basically

#

No way to make temp HP go away after 2 rounds?

vast bane
#

you could effect macro on deletion to clear all temp hp, but what if they got temp hp on turn 2 that was unrelated, it would clear that too

cinder tapir
#

inside the effects tab?

vast bane
#

Here is an example of an effect macro you can plagerize and change to temp hp:

const {value, max} = actor.system.attributes.hp;
const v = Math.round(value * 1.4);
const t = Math.round(max * 0.4);
await actor.update({"system.attributes.hp": {value: v, tempmax: t}});
cinder tapir
#

Where does that go?

vast bane
#

figure out what the temphp key is, change line 4, delete lines 1-3

#

Effect macro modules on deletion

cinder tapir
#

Where does the code go

#

I see

vast bane
#

to be clear, my macro is not what you want, its just an example of an effect macro updating an actor

#

you need to figure out what the path is to temphp and then define its value as 0

cinder tapir
#

My one doesn't have the effect macro part

vast bane
#

You don't have the module installed

#

you could write a dae item macro instead but I dunno how to write that

cinder tapir
#

What is it called

vast bane
#

effect macro is just cleaner

#

*Effect Macro

cinder tapir
#

So i need to have both effect creation and deletion?

#

I can only add one

#

DO i need to add something in here?

#

Or insid ethe other part

vast bane
#

you can add every single option to the effect but I only told you to make a deletion, I dunno why you are asking about creation

#

theres no point in doing the adding of temp hp in a macro cause its already done on the item itself

cinder tapir
#

I was just going off this

#

Also first time using the moduel so

vast bane
#

because my example was not your item

#

that item adds hp to the actor on creation and removes it on deletion

cinder tapir
#

So I will just be using this await actor.update({"system.attributes.hp": {value: v, tempmax: t}});

vast bane
#

you just need to automate the removal of temp hp

cinder tapir
#

And I need to change the attributes HP to temp HP

vast bane
#

whatever temphp is, you can usually find that by selecting a token and typing _token.actor in the console

#

then diving into a bunch of data

#

alternatively you can cheat at this by using DAE active effect key auto completion to find it

frail osprey
#

won't this remove ALL temp HP? What if they get more temphp from other sources?

cinder tapir
#

What is DAE active effect key?

vast bane
#

but to be clear I'm not telling you to make an ae, I'm telling you to cheat and let dae auto complete the text to paste into the macro

cinder tapir
#

Not really sure what that even is

#

Or where that is

vast bane
# cinder tapir What is DAE active effect key?

this is where not learning core really shines on you, you really should go watch the faq tutorials so that you aren't always lost with basic terminology. Its literally what you've made constantly and is actually the original thing you made that I corrected you on

cinder tapir
#

Well there is a lot to learn and I started yesterday so

vast bane
#

before you made this, you made an active effect that we warned you would be broken, that active effects attribute key is literally what you want to replace in the macro with

vast bane
cinder tapir
#

Where are the tutorials

vast bane
#

especially if your world is 100% homebrew, learning how to make things is what the tutorials is all about

cinder tapir
#

I'm not really sure what "the tutorials" are

vast bane
#

dnd5e faq

cinder tapir
#

there is a lot of tutorials on youtube

#

and all throught the discord

cinder tapir
#

that channel was hidden for me

cinder tapir
#

Well thanks for linking it

#

I'm just sayhing

#

This is what it looks like for me

#

But when I click your message with the channel

vast bane
#

threads are hidden till you join them

cinder tapir
frail osprey
#

right click that channel and click join

vast bane
#

bottom line the key in the macro is going to be exactly what you plopped in the original active effect that you deleted so if you go back and recreate it you can copy/paste it easily into the macro(just don't leave that active effect afterwards as it was wrong to use in the first place)

#

its a hack to get the codes for macros without having to go fishing in the console

cinder tapir
#

I will just work on a different spell!

vast bane
#

and run into the same issue of asking for help and having us share the tutorial to you yet again.

cinder tapir
#

Well no

vast bane
#

how much of your world is homebrew and how much of it is 5e?

cinder tapir
#

I am watching the videos, but it seems like

#

The whole "It will remove other effects on it" will be a problem

#

So the spell itself I just got rid of

#

Um, my world is basically mostly homebrew just using 5e system

vast bane
frail osprey
#

he could use WIRE, semiauto usually goes well with homebrew

cinder tapir
#

I like Midi

#

It's just I'm learning how to use it

vast bane
#

That would drive the dnd5e guys nuts trying to answer all the questions in that channel if he went with wire lol

#

theres like 2 people who know how to write for wire

cinder tapir
#

Basically my game is a PvP only campaign im making for a few friends, that revolves around an arena and fighting eachother.

#

All the techniques i've learned I've been putting into other spells

frail osprey
#

oh, well, then you'll have a shitload to learn, Truth

cinder tapir
#

like I can easily make over time healing spells now seeing how I was taught that yesterday

#

and the video showed I need to put + @clever carbon to even get the modifier

vast bane
cinder tapir
#

Well, you live and you learn

#

😳

#

as they say

vast bane
#

I'd hope so

frail osprey
#

you could use Bing AI to write some of the basic macros/codes you might need, but that requires some basic understanding of "what goes where"

vast bane
#

oh god don't send a day old user to that

#

the entire macro polo channel is quietly screaming right now

frail osprey
#

😆

cinder tapir
#

I've been having chatgpt help me with some spells

#

it helped me make a few

vast bane
#

for an experienced midi user though, chat gpt is amazing for helping you understand all the responses you get in macro polo and from the code gurus here

#

just literally copy and paste the replies from the coders here into chat gpt and it explains it to you like you are 5 lol

frail osprey
vast bane
frail osprey
#

use Bing AI, it uses ChatGPT but has 100 tera more info

vast bane
#

also chat gpt will learn from you so if you tell it a code is wrong in midi macros it will keep that in mind, but only as long as you keep the conversation open

cinder tapir
#

Yea so it seems like, putting buffs on other people that will trigger a reaction for THEM is not easily do-able.

vast bane
frail osprey
#

But ain't gpt4 closed to the public? I thought just gpt3 was free

vast bane
frail osprey
vast bane
#

It relies upon a module that is literally on life support, Mr. Primate keeps active auras alive purely for a few premades he offers in DDB importer lol.(I assume)

#

I wanna see KFC revived for v10/v11, its in fork form now but that module has so many cool tricks to it

cinder tapir
#

I don't hate myself

#

I am just trying to figure out what I can and cannot do!

#

Moto when I ask the same question he helped me with yesterday

frail osprey
#

I'm just joking with you, cos what you said is too hard to automate

#

granted that I'm one of the least knowledgeable ppl on this channel, but I wouldn't even know where to begin to do that

cinder tapir
#

Looking at the sample spells though are very helpful

#

in learning what I CAN do

cinder tapir
#

i saw something about my efffects being wrong or messaged up yesterday

#

Should it be asleep?

vast bane
#

that is a byproduct if an oversight by mod authors in how dfreds CE and Combat utility behave with midi

#

I think if you install dfreds Ce or cub, set it to the proper setup for midi, and then reinstall midi SRD it will fix, and I think the mod author can set a fallback value which they forgot to do

#

Asleep is a tell tale sign that the user is not using either of the condition automation modules with midi, which is technically ok, but not if you plan on homebrewing 100% of your world.

#

because Asleep is Unconscious in Cub and CE

cinder tapir
#

👁️

#

So

#

Erm

#

Do nothing?

#

I will ignore the spell

vast bane
#

I haven't the energy to answer that. Read the faq, watch the tutorial. Your conditions do nothing currently in your world. Is that what midi users generally want? No.

#

I genuinely do not know if dae auto populates the keys if you make a blinded via DAE, I assume no but I've never been in your position to find out.

#

I wonder if cub users have this problem now that I think about it, do the cub conditions auto populate midi flags, how does it know midi exists?

cinder tapir
#

Why do conditions do nothing?

#

I need to install dfreds ce or cub?

vast bane
#

with the amount of help you ask for here? I think you should pick dfreds CE, just cause 90% of us use that instead of cub. Cub is more of a generic module for all systems while dfreds Ce offers more features for dnd5e specifically.

cinder tapir
#

So installing this will add effects such as conditions automatically?

vast bane
#

what version of foundry and dnd5e are you on 0_o

cinder tapir
vast bane
#

didn't he release a 4.2.2?

cinder tapir
#

I have no idea

#

Im using the forge

vast bane
#

weird I thought he released 4.2.2 guess not, you are fine with that version

cinder tapir
#

Ok so download the moduel?

#

And it will make it so my cc's work?

vast bane
#

these are my settings to cut that off at the pass, do with them what you want but the Replace drop down is the most critical one for your specific problem, set it to replace, it defaults to none.

cinder tapir
#

Ok I got it

#

Changed the settings to yours

vast bane
#

Once replace is set, theres a tool on the left that I like to call a "Jazz Hand" that opens dfreds menu, in there you can right click stuff and get a bunch of options, you can right click and toggle status icon to make it show up in the token huds statuses. Thats a typical first ask when people install it.

#

whenever you toggle A ce in this menu to status icons, you have to refresh your client for the changes to show up in the token hud

cinder tapir
#

O I see

#

those are all f the things I can now add

#

to my abilitites?

vast bane
#

honestly that menu mostly is for situationally rare things you do

#

as a midi user, now you should be able to look at that fear item in the compendium and it should be pointing to unconscious

#

restart your browser after setting replace

#

lets avoid that cache hiccup shall we

cinder tapir
#

It says frightened (ce)

#

Where do I see what that does

vast bane
#

Now on a blank item, at the top bar, you can click the wrench, which is what we usually refer to as dae's

#

and instead of choosing NEW in that drop down, you can now pick any of the CE's that are set as status conditions

cinder tapir
#

O ok nice

vast bane
#

For you this is great, for the spectators here who are CPR users, you probably don't want to use this feature as all of them are statusEffect and CPr kinda likes it when you use macro.CE instead(not for you truth, your world is homebrew CPr need not apply)

#

Kinda think midi srd will just add cub/dfreds as a mandatory in the next release, seems weird to add fallbacks to items that have no automation.

cinder tapir
#

ok these conditions are very useful

#

thnak u!

#

Is there any other moduels that adds more conditions or will that break it

vast bane
#

Unless Tposney/dfreds has fixed the upcast issue, it is ill advised to make spell ce's as midi is not transferring spelldata to the ce's so they don't upcast.

#

unless the spell ce has no need to know what the level was that was cast

#

think of spells like aura of vitality

#

you can also drag a ce from the jazz hand onto an items effect tab if the item is on an actor(won't work if the items in the sidebar) as a quick way to fix a sheet you imported or something.

#

the most common one I do is Parry, as its almost entirely an npc ability, and its never setup right, so I made a Ce and either have midi auto apply it or drag it to a named npc if the parry is called something else

#

midi will auto detect if an item was rolled that matches a Ce and apply the CE to the target settings of the item fyi

#

it matches for perfect names so any additional characters or a rogue punctuation will cause the matching to fail

cinder tapir
#

any moduels or way to make so if I change what an item does it updates on player sheets or is that wishful thinking

strong yew
#

Tight. Warpgate is pretty nice. Got Breath of the Dragon working. Prompts for "Cone or line" then prompts for "damage type" and I just alter the item pre-roll

#

ends up working perfectly now

frail osprey
cinder tapir
#

yea thats what I've been doing

#

thanks though 😄

vast bane
#

I can think of two modules that will seek out and update your actors on a button click but they won't work with what Truth is doing

#

CPR and DDB importer will update published content on actors

cinder tapir
#

Quick question

#

I made a spell that makes you invisable

#

but when you use a spell template it reveals all invisible people.

#

It was because they had observer

#

On the Invisable token

inland vortex
#

Midi qol just stopped doing most things. It doesn't roll damage after attacks or apply it automatically or ask for or make saving throws

#

We just started our game and it all fell apart

coarse mesa
#

sounds like your GM got logged out if that happened spontaneously tbh

inland vortex
#

i'm the DM

#

it still makes the attack rolls

coarse mesa
#

yeah strange – can you roll damage at all? or is it just not auto-rolling... if that's your expectation

inland vortex
#

we moved to another map and now we have a different set of problems...